Fighter
Base Class: Fighter

The Apacu racial fighter subclass focuses on creating the ultimate ambusher and guerilla warfare warrior, honed to deadly perfection by years of training starting at age 7.  These are the warriors that give others nightmares, extremely cunning, capable and deadly, they can set the perfect trap or devastate an opponent with their ingenuity and planning.

When Apacu’s prove themselves after completing the course (normally at 1st level), they can choose one of the following weapons to gain mastery of; Note they can gain mastery of more than one once they achieve level 11.

  • Double Axe-When selecting this weapon,  you gain a +1 bonus to AC while you are wielding a separate  melee weapon in each hand.
  • Combi Spear-When selecting this weapon you gain the feat spear mastery
  • The Baton Sword-Great Weapon masters because of their skill with these weapons, Apacu who wields one can reroll one  damage dice per round.

Extreme Hunters

  • Your speed increases by 15 feet.
  • When you use the Dash action, difficult terrain doesn't cost extra movement on that turn.
  • You gain a +5 bonus to survival and investigation skills to aid in tracking a target. 
  • You gain a +5 to DC of any trap you set
  • T'Shin Apacu gain the Ambusher ability. In the first round of a combat they  gain advantage on attack rolls against any creature it has surprised and gain a bonus to damage for every round he has observed the target up to his intelligence modifier. In addition they can take the disengage or dodge action as a bonus action on each of its turns.

Tinker, Tailor, Warrior, Ambusher

Beginning at 3rd level they can craft a wrist gauntlet which is the most prized possession to them. A special ritual is used to imbue this item.  You also gather enough coin, materials and the ability necessary to add two imbuements to the gauntlets.  At  7th, 11th, 15th level you gain the ability to add another imbuement. The imbuements can only be used on the gauntlets. The Gauntlet based cost is 500gp, -50 gp per bonus of Intelligence.  It cost 50gp per infusion charge and per level of the spell.  I.e. a 1-charge magic missile would cost 100 gp (50gp for the spell level and 50gp for the number of charges), two charges of the same spell would be 150 gp. A 5th level spell with 5 charges would cost 500 gp.  The imbuements recharge after a long rest. There can never be more than 4 imbuements on a gauntlet at any given time.  The special ritual casting can cleanse and restore new imbuements to the gauntlets, given that the proper money and other required things are available. The maximum spell level that these gauntlets can hold is level 6, but these can be of any school or class.  The T’Shin must find a scroll or a person of the appropriate class to help him imbue the gauntlet.

Apacu Endurance

At 7th level, you have the blood of Tenjumen flow through your veins. You gain the following benefits,  Increase your constitution score by 2 this can increase beyond 20.  Whenever you take the Dash action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Undetectable Passage

At 11th level, this feature is usable once per short rest.  You create a veil of shadows and Silence that radiates from you, masking you and your companions from detection. For the Duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its Passage.

Tenjumen Endurance

At 15th level, when you use Apacu endurance you can use 2 Hit Dice to roll for HP, in addition you become blurred as the spell for that round, this ability cannot be used again until you take a long rest.

Champion of The Hunt

At 18th level you can add 5 imbuements on a gauntlet and can choose one spell to be permanent on the gauntlet.

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